Orbis Bug Thread (Old)

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Really? I'm getting a CtD whenever I try to start a game...

Try clearing your cache (holding SHIFT when launching Civ). Or remove Orbis completely and reinstall.
 
Ok, yeah. Huh. Something's weird is happening. I wonder if I brought back the bug fixed by FFH 0.41d... :eek: And this weird python bug... What the hell have I done? :lol:
 
I think I found it. Seems like the files in the Dll Source folder weren't all updated... So CvUnit.cpp, CyInfoInterface1.cpp and one another got replaced by earlier versions. I'll create a patch E and upload it. You won't need patch D to use it, just patch C.
 
copx -> that's weird. I'll try...

:D:D this is forum, not IRC -- use quote instead

I think I found it. Seems like the files in the Dll Source folder weren't all updated... So CvUnit.cpp, CyInfoInterface1.cpp and one another got replaced by earlier versions. I'll create a patch E and upload it. You won't need patch D to use it, just patch C.

oh, nice

btw, that issue with installing patch C and E is because you don't have track of all changed files since 0.24, right ?
 
:D:D this is forum, not IRC -- use quote instead
Yeah, damn... And you see these four posts in a row? That's IRC growing in me.

oh, nice

btw, that issue with installing patch C and E is because you don't have track of all changed files since 0.24, right ?
Yes. But I think patch C simply included all Orbis files. Perhaps I could extract patch C somewhere, then put my files on it and pack it all in a new patch that would just need Orbis 0.24?
 
Yeah, damn... And you see these four posts in a row? That's IRC growing in me.

Yes. But I think patch C simply included all Orbis files. Perhaps I could extract patch C somewhere, then put my files on it and pack it all in a new patch that would just need Orbis 0.24?

yes, you should - some people may find it quite confusing
 
Orbis 0.24 patch E (will break savegames)
(aka "Sometimes things are just screwed")

Installation: you need FFH 0.41f and Orbis 0.24. No need for previous patches.

Changelog of patch E
  1. Fixed a CtD related to DefaultRace civs;
  2. Fixed an interface bug;
  3. Fixed a bug with Animals teching;

Changelog of patch D
  1. Compatible with FFH patch F;
  2. Alcinus' Thaumaturge's Keep is no more buildable by other civs if it has been constructed already;
  3. Spooked won't appear as a regular promotion for level up;
  4. Mazatl now gains some bonus for Jungle and Deep Jungle;
  5. Fixed an issue with CIVIC_GLORY checked for civic option Culture Values instead of Labor;
  6. Fixed an issue with Blood of Phoenix;
  7. Fixed an issue with a non existing LION_PRIDE;
  8. Exposed CyCity::setOriginalOwner(int /*PlayerTypes*/);
  9. Fixed a typo in spellThaumaturge();
  10. Imported the FF's Brigit handling (new Ring of Carcer visual, no PostCombat python);
  11. Increased Yggdrasil food yield to 3:food:;
  12. Modified the installer script;
  13. Added Pazyryk's changes to the AC contrib system;
  14. Added Orbis and OrbisContinent mapscripts;
 
Just tested , it's starting, also copx's animal lair removing for elves/balance patch works fine also. (Hint: I'd love to see that in regular Orbis)
 
Elohim units with civ specific art aren't visible ...

(( i see Settler and Warrior which have generic art, but i don't see Scout which has special Elohim art))
 
Elohim units with civ specific art aren't visible ...

(( i see Settler and Warrior which have generic art, but i don't see Scout which has special Elohim art))

I don't see them either. Fall from Heaven has recently updated the graphics of my many Elohim units, that was the primary purpose FfH patch E. I am almost certain this is the problem.
 
Well, yes. But all is there: art, paths, defines. I don't know why they don't show up :(
 
Just tested , it's starting, also copx's animal lair removing for elves/balance patch works fine also. (Hint: I'd love to see that in regular Orbis)

Using my patch with an incompatible version is NOT a good idea. My patch - just like all the other patches I have encountered here - is a "primitive" patch. It simply overwrites entire files with it's own version of these files. As opposed to those patches which only change those lines of code they actually have to change. This means for example that you are running the 24C spell code after applying my patch, probably undoing fixes like:

"Alcinus' Thaumaturge's Keep is no more buildable by other civs if it has been constructed already;"

It may SEEMS to work at first but some things will most likely be broken. I strongly suggest that you wait for an update.
 
But doesn't your patch require LeadersEnhanced? If so, I don't recommend installing LeadersEnhanced 0.37alpha over Orbis 0.24e in any way... You'd be reversing the changes brought in by the patch.
 
Also, just a note: keep reporting bugs even if you saw them reported before. I'm prone to forget about some bugs, so keep remining me :)
 
I have fixed the first Elohim unit - the Scout - for you.

Orbis 24E said:
<UnitArtInfo>
<Type>ART_DEF_UNIT_SCOUT_ELOHIM</Type>
<Button>Art/Interface/Buttons/Units/Scout Elohim.dds</Button>
<fScale>0,44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Elohim/Scout/Scout.nif</NIF>
<KFM>Art/Units/Scout/Scout blood.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0,35</fBattleDistance>
<fRangedDeathTime>0,31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>



Fixed version said:
<UnitArtInfo>
<Type>ART_DEF_UNIT_SCOUT_ELOHIM</Type>
<Button>Art/Interface/Buttons/Units/Scout Elohim.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Elohim/Scout/Scout.nif</NIF>
<KFM>Art/Units/Scout/Scout blood.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

Works for me at least. I don't even know what these values are supposed to do. I have spotted that one simply by comparing the Elohim scout entry with the Grigori scout entry.


Then I looked at the Swordsman entry

<UnitArtInfo>
<Type>ART_DEF_UNIT_SWORDSMAN_ELOHIM</Type>
<Button>Art/Interface/Buttons/Units/Swordsman.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/civs/Elohim/byzantine swordsman/lightswordsman.nif</NIF>
<KFM>Art/Units/Swordsman/Swordsman blood.kfm</KFM>
<SHADERNIF>Art/Units/civs/Elohim/byzantine swordsman/lightswordsman.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

Why does this entry refer to a "byzantine swordsman"? Does that file actually exist?

The Artdefs also define a Elohim "axeman" despite the fact that Elohim don't have axemen. Quickly comparing this with the Fall from Heaven file made me think that the "axeman" is actually the proper unit (FfH has no "swordsman" entry for Elohim)..
 
Oh. Thanks. I didn't spot that one. But it's weird, FFH Editor also uses periods... But there's dots in the XML file itself :|

Thanks a lot :D

As for the swordsman, it's an old defines by Ahwaric. We won't use it anymore; because FFH provided an "axeman" model which is truly a Spearman.
 
As for the swordsman, it's an old defines by Ahwaric. We won't use it anymore;

I would suggest that you remove unused entries. Avoids confusion and should reduce load times. Maybe it will also reduce memory consumption (implementation dependent).
 
I would suggest that you remove unused entries. Avoids confusion and should reduce load times. Maybe it will also reduce memory consumption (implementation dependent).
Yes, they should. I don't know why Ahwaric kept them. I will discuss this with him as he will surely know which one aren't used from which one are used... Well, if he doesn't show up, I'll eventually figure that by myself. So it'll be done but not for patch F.
 
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